B1CriminalBehavior
Definition of a criminal behavior.
Specifies interactions that constitute criminal activity.
| Property | Type | Description | Metadata |
|---|---|---|---|
| InteractionIds | TArray | List of interaction IDs that are treated as part of this criminal behavior. | Category: B1CriminalBehavior Foreign: Interaction.Id |
| TalkInteractionBagIds | TArray | List of talk interaction bag IDs that are treated as part of this criminal behavior. | Category: B1CriminalBehavior Foreign: InteractionBag_Talk.Id |
| VehicleAccidentIds | TArray | List of vehicle accident IDs that are treated as part of this criminal behavior. | Category: B1CriminalBehavior Foreign: VehicleAccident.Id |
| MobileMessageTags | TArray | List of mobile message tags that are treated as part of this criminal behavior. When a received message (FB1MobileMessageTableRow::Tags) contains any of these tags, this behavior is triggered on the sender. | Category: B1CriminalBehavior |
| ScriptTriggerTags | TArray | List of script trigger keys that are treated as part of this criminal behavior. The TriggerCriminalBehavior execute passes one of these keys in S2 (with this crime's Id in S1) to raise this behavior. Used for crimes that are not driven by a single interaction or talk, such as an active mode assault. | Category: B1CriminalBehavior |
| ConditionIds | TArray | Conditions that must all pass (logical AND) for this behavior's crime score change to be applied. | Category: B1CriminalBehavior Foreign: Condition_Crime.Id |
| ScoreAddMin | float | Minimum amount of crime score to add (or subtract, if negative) when this behavior is successfully evaluated. | Category: B1CriminalBehavior |
| ScoreAddMax | float | Maximum amount of crime score to add (or subtract, if negative) when this behavior is successfully evaluated. | Category: B1CriminalBehavior |